But that shader won't work for non textured shapes, particles, Path2D, etc...
There are 11 shaders types used in Gideros: - Basic (Solid color, no texture, no per vertex color) - Color (Per vertex color) - Texture (Texture + color multiplier) - TextureAlpha (colored grey-scale/alpha texture, for fonts) - TextureColor (Texture + per vertex color) - TextureAlphaColor (Alpha Texture + per vertex color) - Particle (For liquidfun particles rendering) - Particles (For Gideros Particle sprite) - 3 shaders for Paths2D to render curves and outlines
well, i mostly composite meshes with a colored background, i guess as mesh inherits from sprite, i can change the shader of my meshes. am i right? also i don't know how i could change the background to linear color space, as that's not an element of the sprite hierarchy. (worst case i can make a mesh/pixel that has the background color but then i need to resize is any time the window is resized, also when i have an additional second screen then i need to resize it for that too, so it's a bit inconvenient).
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The only thing I can think is this:
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But that shader won't work for non textured shapes, particles, Path2D, etc...
There are 11 shaders types used in Gideros:
- Basic (Solid color, no texture, no per vertex color)
- Color (Per vertex color)
- Texture (Texture + color multiplier)
- TextureAlpha (colored grey-scale/alpha texture, for fonts)
- TextureColor (Texture + per vertex color)
- TextureAlphaColor (Alpha Texture + per vertex color)
- Particle (For liquidfun particles rendering)
- Particles (For Gideros Particle sprite)
- 3 shaders for Paths2D to render curves and outlines
https://github.com/gideros/gideros/blob/master/2dsg/gfxbackends/Shaders.h#L68
also i don't know how i could change the background to linear color space, as that's not an element of the sprite hierarchy.
(worst case i can make a mesh/pixel that has the background color but then i need to resize is any time the window is resized, also when i have an additional second screen then i need to resize it for that too, so it's a bit inconvenient).
thanks for the tips so far.
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